1 /*
2 * Copyright © 2017 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23 #ifndef IRIS_PIPE_H
24 #define IRIS_PIPE_H
25
26 #include "pipe/p_defines.h"
27 #include "compiler/shader_enums.h"
28
29 static inline gl_shader_stage
stage_from_pipe(enum pipe_shader_type pstage)30 stage_from_pipe(enum pipe_shader_type pstage)
31 {
32 static const gl_shader_stage stages[PIPE_SHADER_TYPES] = {
33 [PIPE_SHADER_VERTEX] = MESA_SHADER_VERTEX,
34 [PIPE_SHADER_TESS_CTRL] = MESA_SHADER_TESS_CTRL,
35 [PIPE_SHADER_TESS_EVAL] = MESA_SHADER_TESS_EVAL,
36 [PIPE_SHADER_GEOMETRY] = MESA_SHADER_GEOMETRY,
37 [PIPE_SHADER_FRAGMENT] = MESA_SHADER_FRAGMENT,
38 [PIPE_SHADER_COMPUTE] = MESA_SHADER_COMPUTE,
39 };
40 return stages[pstage];
41 }
42
43 static inline enum pipe_shader_type
stage_to_pipe(gl_shader_stage stage)44 stage_to_pipe(gl_shader_stage stage)
45 {
46 static const enum pipe_shader_type pstages[MESA_SHADER_STAGES] = {
47 [MESA_SHADER_VERTEX] = PIPE_SHADER_VERTEX,
48 [MESA_SHADER_TESS_CTRL] = PIPE_SHADER_TESS_CTRL,
49 [MESA_SHADER_TESS_EVAL] = PIPE_SHADER_TESS_EVAL,
50 [MESA_SHADER_GEOMETRY] = PIPE_SHADER_GEOMETRY,
51 [MESA_SHADER_FRAGMENT] = PIPE_SHADER_FRAGMENT,
52 [MESA_SHADER_COMPUTE] = PIPE_SHADER_COMPUTE,
53 };
54 return pstages[stage];
55 }
56
57 /**
58 * Convert an swizzle enumeration (i.e. PIPE_SWIZZLE_X) to one of the HW's
59 * "Shader Channel Select" enumerations (i.e. SCS_RED). The mappings are
60 *
61 * SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_ZERO, SWIZZLE_ONE
62 * 0 1 2 3 4 5
63 * 4 5 6 7 0 1
64 * SCS_RED, SCS_GREEN, SCS_BLUE, SCS_ALPHA, SCS_ZERO, SCS_ONE
65 *
66 * which is simply adding 4 then modding by 8 (or anding with 7).
67 */
68 static inline enum isl_channel_select
pipe_swizzle_to_isl_channel(enum pipe_swizzle swizzle)69 pipe_swizzle_to_isl_channel(enum pipe_swizzle swizzle)
70 {
71 return (swizzle + 4) & 7;
72 }
73
74 #endif
75